Lemme know if you need help implementing the new passives.Thanks gytfunke, but I do not want to bother you with my problems. :) I'll try to remake the passives myself, and if I failed - then ask for help.
Passives are a good place to start with skill creation.Yes, I know, but I already do too much, I'm afraid my head will explode someday. :D
I'm afraid my head will explode someday. :D
Head explosions are bad.I'm afraid that my head is already exploded. :D
Here is the link to the new Luck skill and the templates.Thank you, gytfunke. I tried the new skill, but for some reason it only works up to 5 levels. I try to understand what is not working properly.
Only 5?Yes, there may be a problem in Tier 1?
FixedYes, now it works correctly. Thank you. :)
The Berserk Tier Bonus for Demolisher is so wonderful! Right now, did a test in the game - it stimulates to fight again and again as quickly as possible unless you perish. :D
Guys, you must to add this to TL1CP Destroyer. :)
I cannot ignore this! :D Please give more of a description Kva!Berserk
But I'm not sure how it would work in the vanilla. :)Is it because it can be OP?
I cannot ignore this! :D Please give more of a description Kva!Berserk
For 8 seconds after each kill your attack and movement speed increases but your armor decreases. Can stack up to 5 times.
Requires a greataxe, greathammer, greatsword, staff or polearm
But I'm not sure how it would work in the vanilla. :)
The bad news is that the "spell" scroll/tome system is hopelessly hardcoded. The 4-spell limit is unavoidable and no part of the system can really be repurposed for anything else. So, you've pretty much got to do everything some other way.http://torchmodders.com/forums/classes-skills/(discussion)-the-case-for-a-single-level-skill-model/msg3100/#msg3100
The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill. If you shadowed the skill levels with custom stats, you could do things like completely hide skills the player doesn't know and unlearning from a menu. For double the custom stat overhead you could even do temporary unlearning -- which would make de facto class changes possible.
Yeah, I think 4 is ideal.:) Thanks Gyt. Yes, I think the same way, but I wanted to give more skills for a mage-character. Also, I wanted to make a consumable grenades (Molotov cocktails, etc.), but now I do not see a way how to implement it.
The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill.Can I make a consumable grenades in this way? For example, when I use a grenade I learn a skill, then when the skill ends I unlearn it?